export default /* glsl */`
varying vec2 uv2;
// uniform vec4 lightColor;
uniform vec4 darkColor;
uniform vec2 repeat;

  void main() {
    vec2 coord = uv2 * repeat;
    // From Stefan Gustavson's Procedural Textures in GLSL in OpenGL Insights
    float b = smoothstep(0.1, 0.12, length(fract(coord) - 0.5));
    vec4 lightColor = vec4(1.0, 1.0, 1.0, 0.0);
    vec4 color = mix(darkColor, lightColor, b);
    gl_FragColor = LinearTosRGB(color);
  }
    `;
